123 min listen
Robin Hunicke
FromScript Lock
ratings:
Length:
133 minutes
Released:
Nov 3, 2015
Format:
Podcast episode
Description
We dive deep into empathy with Robin (designer on The Sims 2: Open for Business, MySims, producer on Journey, Glitch, co-founder of Funomena where she's currently working on Wattam and Luna) this week. Other topics include Robin’s pitch for a Street Angel game, games being systems that run on the software of us, what producers actually do, how to design for and instill empathy in players, fostering a genuine non-adversarial connection between players, how to reward contemplative play, games that celebrate mistakes, why aren’t we making games about being loved, the future of AI and storytelling, and how to stave off creative starvation.
Our Guest on the Internet
Robin's Twitter
Funomena's Website and Twitter
Stuff We Talked About
Street Angel: The Princess of Poverty Vol 1
The Timeless Way of Building by Christopher Alexander
The Left Hand of Darkness by Ursula K. Le Guin
Robin's GDC Indie Gamemaker Rant
Tales of Tales’ Cathedral in the Clouds Kickstarter
GDC Experimental Gameplay Workshop
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
-Also Sleep No More is Macbeth, not Hamlet, as Robin pointed out to us after recording this-
Our Guest on the Internet
Robin's Twitter
Funomena's Website and Twitter
Stuff We Talked About
Street Angel: The Princess of Poverty Vol 1
The Timeless Way of Building by Christopher Alexander
The Left Hand of Darkness by Ursula K. Le Guin
Robin's GDC Indie Gamemaker Rant
Tales of Tales’ Cathedral in the Clouds Kickstarter
GDC Experimental Gameplay Workshop
Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
-Also Sleep No More is Macbeth, not Hamlet, as Robin pointed out to us after recording this-
Released:
Nov 3, 2015
Format:
Podcast episode
Titles in the series (77)
Cara Ellison & Jack de Quidt: Our last episode of the year is here and it's super writing-focused! Cara and Jack join us to talk about their writing processes, working on a narrative when it's fractured across an entire team, why fetch quests occur even though everyone HATES them, the narrative design in The Witcher and Kentucky Route Zero, why a lot of studios are afraid of trusting the player, narrative problem-solving, the verbs that happen in games, navigating breaking the fourth wall, the portrayal of relationships in games, the importance of humor, how to handle pacing, required reading for people working in the industry that *isn't* about making games, and much, much more. by Script Lock